General Information

Liabo Sorcery is a special kind of magic that draws upon the power of the moon of Liabo. In order to use this magic, your character must be a Sorcerer or Bard and take the Liabo Bond feat. This feat's only pre-requisite is that the character be a 1st level Sorcerer or Bard.

All spells have both a verbal and somatic component unless otherwise noted.

A character can draw power from only one moon. Once a character bonds to a particular moon, he cannot ever bond to another.

Spells are organized based on spell level for sorcerers. Bards gain a few of these spells at altered levels; double check the spell descriptions if your character is a Bard.

Lunar Bolt

This spell creates a bolt of lunar energy that deals 1d8 damage. At levels 3, 5, 7, and 9, the damage increases by another 1d8, to a maximum of 5d8 at level 9. A ranged touch attack is required to hit. This spell can disrupt the ambient magical energy around a target; if readied as per a Counterspell, it can prompt the target to make a Concentration check or lose the spell (succeeding on the Concentration check means the enemy spell goes off as normal); this effect works against any other spell that Dispel Magic could Counter. It can counter itself normally.

Moonlight

This spell bathes the target in moonlight, restoring 1d8 hit points +1 per caster level up to 1d8+5. This spell will heal an additional 3 hit points if the target is in moonlight. This spell only affects living creatures and has no effect on constructs, oozes, undead, or other such creatures.

Tsukiyomi's Halo

This spell creates a halo of pale yellow light that floats around the caster's body. The halo sheds light like a torch, grants a +1 untyped bonus to saving throws, and grants a bonus equal to 1/2 caster level (maximum +5) to the damage of any arcane offensive damaging spell cast. The latter effect does nothing to a spell that does not deal some amount of damage already.

2nd Level

Goodnight!

This spell will cause all creatures in a 20 foot radius burst to fall asleep. This spell can only affect creatures with 8 HD or less, and no more than 2 HD per caster level creatures can be affected (max 20 HD worth of creatures). Creatures in the radius are entitled to a Will save to resist the effects. If cast in moonlight, creatures suffer a -2 penalty to their saves.

Moonlight Shield

This spell will create a shield of moonlight in the caster's off hand. The shield is considered a small/light shield and has a +3 enhancement bonus. The caster gains proficiency with this shield if he does not already have it. The shield's enhancement bonus increases to +4 at 7th level and +5 at 11th level. The shield disappears if it leaves the caster's hand or the duration expires.

In addition to the benefits provided by a normal enchanted light shield, a Moonlight Shield provides the caster with Resist 5 versus all damaging magical attacks (but not attacks made by magical weapons).

Star Fire

This spell creates focused, damaging moonlight that deals 4d6 damage to all creatures in a 20 foot radius burst. Creatures are entitled to a Fortitude save for half damage. Casting this spell in moonlight increases the damage die to d8's.

Tsukiyomi's Blade

This spell creates a blade of lunar energy in the caster's hand. The blade can be shaped like any one-handed sword-like weapon, including daggers, short/longswords, and scimitars. The caster automatically gains proficiency with this weapon if he does not already have it, though if he is already proficient with the weapon in question he gains a +1 bonus to hit. The caster uses their Charisma score in place of their Strength or Dexterity to determine their attack bonus, if it is higher. The weapon deals damage as a +1 magic weapon and can ignore armor and natural armor bonuses because the blade is not entirely solid (resolve these as melee touch attacks). The enhancement bonus increases to +2 at 7th level and +3 at 11th level. Strength bonuses do not apply to the damage from this weapon. It disappears if it leaves the caster's hand or if the duration expires.

Tsukiyomi's Bow

This spell creates a bow made of lunar energy in the caster's hand. The bow can be shaped like either a longbow or shortbow. The caster automatically gains proficiency with this weapon if he does not already have it, though if he is already proficient with the weapon in question he gains a +1 bonus to hit. The caster uses their Charisma score in place of their Strength or Dexterity to determine their attack bonus, if it is higher. The weapon deals damage as a +1 magic weapon and arrows fire from it are treated as touch attacks. This bonus increases to +2 at 7th level and +3 at 11th level. Strength bonuses do not apply. The weapon disappears if it leaves the caster's hand or if the duration expires.

3rd Level

Dream

Level: Brd3, Sor3
Casting Time: One minute
Range: Personal
Duration: One period of sleep, no more than eight hours

Dream will allow the caster to experience vivid and occasionally useful dreams. If the caster casts Dream and goes to sleep with a particular question, problem, or concern on his/her mind, Dream may reveal relevant information through very vivid and sometimes lucid dreams. While casting this spell will always cause the caster to have easily-remembered and vivid dreams, there is no guarantee that the information will be relevant or useful.

Meteorites

This spell will launch two small meteorites. The meteorites require a ranged touch attack to hit. Each meteorite deals 8d6 points of bludgeoning damage. At level 7 the number of meteorites increase to three, and at level 9 the total number of meteorites increase to four. Only one meteorite can strike a given creature. The caster can pick one creature struck by a meteorite to deliver a Trip attempt against (CMB = Charisma modifier + caster level).

Moon Rays

This spell will bathe up to two targets in moonlight, restoring 2d8 hit points +1 hit point per caster level up to 2d8+10. Only one ray can affect a particular creature. This spell heals an additional 5 hit points if it is cast in moonlight.

4th Level

Lunar Strength

This spell will give the caster a +2 bonus to damage rolls (including damage rolls made by spells), a +4 bonus to Charisma, and 3 temporary hit points per caster level. If the caster is wounded, it will restore up to 2 hit points per caster level in addition to granting temporary hit points.

Fury of the Stars

This spell creates a large cone of concentrated moonlight, dealing 1d6 points of damage per caster level (max 15d6) to all inside. The spell deals an additional 1 point of damage per die if cast in moonlight. Creatures caught in the cone are allowed a Reflex save to halve the damage.

Morning Dew

This spell will cure most diseases and poisons, preventing further ability score damage. It also restores up to 1d4 points of temporary damage to all ability scores, whether caused by poison/disease or not.

Component: A few drops of dew

5th Level

Astrological Vision

Level: Brd5, Sor5
Casting Time: Ten minutes

Astrological Vision can only be cast at night when the caster can get a good view of the stars. It allows the caster to see a glimpse of the future. When casting this spell, the caster could seek the answer to a question, wish to find an item, or just look for general advice on future events. Information gathered from this spell is typically (though not 100% of the time) relevant and accurate.

Focus: Astrological charts and similar items that cost 250 gp

Moon Energy

This spell will bathe up to four creatures in moonlight, restoring 3d8 hit points +1 hit point per level up to 3d8+15. This spell has no effect on constructs, undead, or other such creatures. This spell will heal an additional 10 hit points if it is cast in moonlight.

Nox's Wrath

You create up to one mass of darkness per level to explode upon a battlefield. Each mass of darkness strikes one five foot square and deals 1d6 points lunar damage/level (max 15d6) to all creatures within the area. The bursts do not need to be contiguous, and may be distributed within range as you see fit. Burst effects that overlap do not inflict additional damage.

Component: One or more pieces of onyx worth at least 30 gp.

6th Level

Bite of the Werewolf

This spell will turn the caster into a werewolf. He gains a bite attack (base damage 1d6), two claw attacks (base damage 1d4), and DR of 15/silver. His base attack progression changes to 1/level, the same as a Fighter, and he gains 3 temporary hit points per caster level that go away when the caster resumes his normal form. The caster also gains the Weapon Finesse (Natural Attack), Iron Will, and Improved Initiative feats.

While in werewolf form, any armor the caster may be wearing becomes restrictive from slightly increased size, and causes a -2 penalty to attack and damage rolls, as well as Reflex saves. The caster becomes unable to cast spells and will attack any foes until he is taken down or the foes are defeated; he will not run away.

A character under the effects of Bite of the Werewolf will not transmit lycanthropy.

Tsukiyomi's Power

This spell will give the target a +4 bonus to all attack rolls, skill checks, damage, and saving throws, a blurry form that grants 20% concealment, and 3 temporary hit points per caster level for the duration of the spell. The caster's effective caster level is increased by one, or two for the purposes of Liabo spells only.

7th Level

Comet

This spell will cause a small comet to streak down from the sky and strike a creature. The comet then explodes in a 20 foot radius burst. The comet deals 1d6 points of damage per caster level (maximum 25d6) and deals +1 point of damage per die if cast in moonlight. The target struck directly by the comet is not allowed a save (and takes an additional 3d6 points of impact damage), but any creatures in the 20 ft. burst radius can attempt a Reflex save for half damage.

Zelia's Halo

This spell will surround the target with three glowing halos. They shed twice as much light as a torch and provide spell resistance 13 + caster level in addition to granting Resist 5 versus all magical attacks (but not attacks made by magical weapons).

Lunar Blast

This spell will deal 1d8 points of damage per caster level (maximum 20d8) to all enemy creatures in range, up to a maximum of one foe per three caster levels. This spell cannot be cast in sunlight. When the spell is cast, lunar energy bursts out of the caster to strike foes.

Stellar Medica

This spell will bathe up to six creatures in moonlight, restoring 4d8 hit points +1 hit point per level up to 4d8+20. This spell has no effect on constructs, undead, or other such creatures. This spell will heal an additional 15 hit points if it is cast in moonlight.

Tranquility

This spell fills the area around you with peace and tranquility, preventing combat and many violent actions. Creatures who fail their saving throw cannot take any offensive action, including attacking with weapons, casting offensive spells, and such. Affected creatures can still cast defensive spells, summon allies, or perform any other non-offensive action.

Creatures who pass their saving throws are still partially affected. They cannot take the full attack action, and must succeed at a Concentration check (DC 20 + spell level) in order to cast offensive spells.

This spell does not differentiate between allies and enemies. It even affects the caster. Creatures who are not in the radius when the spell is cast are unaffected and do not need to make saves if they enter the area. Creatures who leave the radius are still fully affected.

8th Level

Medica Sonata

This spell will restore 150 hit points +10 hit points per caster level to the target. It has no effect on constructs, undead, and other nonliving creatures. The Throw Cure feat will not work with this spell.

Wings of Darkness

This spell summons powerful black energy that will halve the remaining hit points of one creature. When cast, black wings briefly appear on the caster and shoot black bolts at the target. This spell cannot deal more than 250 damage to any single creature.

9th Level

Zelia's Holocaust

This spell will deal 1d8 points of damage per caster level (maximum 25d8) to all creatures in range. This spell cannot be cast in sunlight. If cast in moonlight, the spell will deal +1 damage per die. When the spell is cast, lunar energy bursts out of the caster to strike all foes within range..

Wings of Night

This spell summons powerful black energy that will halve the remaining hit points of one creature per four caster levels. When cast, black wings briefly appear on the caster and shoot black bolts at the targets. This spell cannot deal more than 250 points of damage to any single creature.